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gtav-src/script/dev_ng/singleplayer/include/globals/BailBond_globals.sch
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2025-09-29 00:52:08 +02:00

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/// PURPOSE: list the bail bond mission IDs used by the launcher and mission scripts
ENUM BAILBOND_ID
BBI_QUARRY = 0,
BBI_FARM = 1,
BBI_MOUNTAIN = 2,
BBI_HOBO = 3,
MAX_BAILBOND_IDS
ENDENUM
/// PURPOSE: set by the mission when it ends to inform the launcher how the mission ended
ENUM BAIL_BOND_MISSION_OVER_STATE
BBMOS_CLEANUP, // mission cleaned up without the player approaching the bail jumper to start the scenario
BBMOS_PASSED_KILLED, // player killed the bail jumper
BBMOS_PASSED_DELIVERED, // player handed the bail jumper over to Maude
BBMOS_FAILED
ENDENUM
BAIL_BOND_MISSION_OVER_STATE eBailBondMissionOverState
/// PURPOSE: enum for flags which BailBondSaveData.iLauncherBitFlags stores
ENUM BAILBOND_LAUNCHER_BIT_FLAGS_ENUM
// mission completed flags
BBL_BIT_FLAG_COMPLETED_QUARRY,
BBL_BIT_FLAG_COMPLETED_FARM,
BBL_BIT_FLAG_COMPLETED_MOUNTAIN,
BBL_BIT_FLAG_COMPLETED_HOBO,
// mission passed flags
BBL_BIT_FLAG_PASSED_TYPE_KILLED_QUARRY,
BBL_BIT_FLAG_PASSED_TYPE_KILLED_FARM,
BBL_BIT_FLAG_PASSED_TYPE_KILLED_MOUNTAIN,
BBL_BIT_FLAG_PASSED_TYPE_KILLED_HOBO,
// common launcher flags
BBL_BIT_FLAG_DONE_INITIAL_LEAVE_AREA_CHECK,
BBL_BIT_FLAG_SENT_MISSION_REMINDER_EMAIL,
//debug only flag to make sure the mission can be launched
BBL_BIT_FLAG_DEBUG_LAUNCHED
ENDENUM
/// PURPOSE: data passed to the bail bond mission script from the launcher
STRUCT BAIL_BOND_LAUNCH_DATA
VECTOR vStartPoint // this and...
FLOAT fStartRange // ... this must be set for all enums on launch
BAILBOND_ID eBailBondID // used to pick the correct save slot the data for the mission is stored in the cloud
BOOL bTrevorKilledPreviousBailJumper // player recieves a trigger and completion email - email threads are pre generated
INT iMissionCandidateID = -1 // the bail bond mission's candidate ID
BOOL bDoneTrevorReadsEmailDialogue // used to trigger comment from Trevor when he has viewed the email from Maude
ENDSTRUCT
/// PURPOSE: data passed to the post killed bail jumper ambient script from the bail bond mission
STRUCT BAIL_BOND_POST_KILLED_JUMPER_DATA
PED_INDEX pedEnemies[4]
VEHICLE_INDEX vehEnemies[3]
ENDSTRUCT
/// PURPOSE: the data we need to store for the bail bonds
STRUCT BailBondSaveData
INT iLauncherBitFlags // bit flags to store if a bail bond has completed, how it was passed
INT iCurrentMission = 0 // store the current mission
INT iLauncherState = -1 // store the state of the launcher
TIMEOFDAY timeMissionStamp // store time for mission checks e.g. delaying email, mission trigger delay, reminder message
INT iFailsNoProgress[4] // how many times each bailbond has been failed without progress (used in shitskips)
ENDSTRUCT